Hardcore Frozen Orb/Fire Ball Sorceress; Socialism's Orb-it-aller

Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Tried this one on softcore and the killing speed is insane. Used FO 99% of the time while using FB on the cold immunes until I finished hell difficulty. It was way too easy and relaxed. The only thing that can be considered a threat to this FO/FB sorc are those dolls since they hit so hard.

I'm still wondering why people are keen on using meteors, blizzards, and those other slow spells when FO and FB can decimate monsters a hell of a lot faster than those slow spells.

Thanks for the guide Socialism.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Really nice guide ;)
Missing the stats but its somehow logical
 
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Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Wouldn't you want to put at least one point into meteor for the fireball synergy? That one point would benefit from all the + to skills and would add quite a bit I think.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Not really. the time spent switching to Meteor could be better spend casting fireball before switching back to Frozen orb.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Wouldn't you want to put at least one point into meteor for the fireball synergy? That one point would benefit from all the + to skills and would add quite a bit I think.
Only hard skill points count as synergies, so a single point in Meteor will give 14% no matter how many +to skills you have. Also, this would mean putting a point into all of Meteor's pre-reqs.



 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Only hard skill points count as synergies, so a single point in Meteor will give 14% no matter how many +to skills you have. Also, this would mean putting a point into all of Meteor's pre-reqs.

Ah I did not know that thank you


 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Strength should be as low as possible, enough for gear with strength bonuses from gear.
Dexterity should be either base or enough for max block (75%), it gets higher with every level up.
Rest should go into vitality and none into energy.

Gear is explained in the guide. Tal Rasha's set is good to aim for and not too hard to get (only somewhat expensive part is armor).

Main difference between ladder and non-ladder is that ladder has certain "ladder only" items and list of top players.

What does "Dexterity should be either base or enough for max block (75%)"? I have absolutely no idea what that means. So you only ever put points in vitality? Nothing in anything else?

Also, what kind of gear should be used at the beginning of the game before you can get the Tal Rasha stuff, like through Act 3? Just whatever seems strong?

/Diablo noob, sorry


 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

When using a shield you basically have two choices:

1) to maximize your life by investing in Vitality, and leave your dexterity low.
2) invest points into dexterity for the purpose of blocking attacks with your shield. The formula to deterimine your blocking % is affected by your investment in dexterity (and some other things). More points in dexterity = more blocking, upto a maximum of 75%.

The advantage of full-vitality is that you always have that extra life, but the disadvantage is that almost anything that attacks you will probably hit. The advantage of dexterity is that you'll be able to completely negate some attacks' damage, but the main disadvantage is that you'll have lower life because you didn't invest as much in Vit, and 25% of attacks are still going to get past your shield (against your lower life).

Some folks think #1 is better, while others prefer #2. Neither choice is particularly right or wrong, though it's much easier to 'get your build right' with a max-life approach. More vitality = more life = you survive better... doesn't get much easier than that.

Choosing to pursue blocking (via dexterity) is a little more complicated, since there are a few things you can do - like running - that can lower your blocking percentage or otherwise mess you up. And there are some attacks that can't be blocked too.

If you choose to try blocking, it's important to choose a good-blocking shield. A shield with 60% or higher base blocking is a "good" blocking shield (hover your mouse over the shield you have equipped, you'll see what I mean). If the shield you have planned for the end of the game doesn't have at least 60% blocking, I wouldn't recommend attempting to block. If you choose a "bad" blocking shield, and end up spending 'too much' into dexterity and cripple your build because your life is SOOO low from all those points you didn't spend in vitality.


Basically what Vulvacore's saying is that it's a good idea to decide beforehand if you want to try to block attacks by spending points in dexterity, or if you just want to go with max-life (i.e. vitality).

Generally if you want to have blocking you'll end up with somewhere around 150-225 points in dexterity at the end of the game. You'll also probably have 70-100 points in strength in this case. You probably end up with about 450 stat points at the end of the game, so that would leave 125-230 points for Vitality/Energy.

Or you can have 70-150 in strength, and have the remaining 300+ in Vitality if you go with a max-life approach. Without any additional boosts to your life pool from gear, choosing max-life will probably result in about extra 300-400 life, which may be as much as ~40% of your total life if you don't have good life-boosting equipment.



For cheap equipment when leveling up, look for things that boost your mana, skills, and Faster Cast Rate (FCR). Also, things that boost life, mana per kill, and mana regeneration can be very nice too.


There's one other thing to keep in mind: Faster Hit Recovery (FHR)

When a single attack removes 1/12th (or more) of your total life, this will force you into hit recovery. While in hit recovery the spells you were trying to cast will be interrupted, and you'll be immobile too, so obviously it's a bad thing to have happen. Items with FHR obviously help by minimizing the time you spend in recovery.

But going back the shields/blocking discussion, keep in mind the difference on your total life with or without blocking. Because you have more total life with max-vitality, it's going to be harder for monsters that hit you to cause enough damage to force you into hit recovery. Having some FHR on your equipment is a good thing with either approach, but having FHR triggered less-frequently is the main reason why I usually prefer a max-vitality approach.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

When using a shield you basically have two choices:

1) to maximize your life by investing in Vitality, and leave your dexterity low.
2) invest points into dexterity for the purpose of blocking attacks with your shield. The formula to deterimine your blocking % is affected by your investment in dexterity (and some other things). More points in dexterity = more blocking, upto a maximum of 75%.

The advantage of full-vitality is that you always have that extra life, but the disadvantage is that almost anything that attacks you will probably hit. The advantage of dexterity is that you'll be able to completely negate some attacks' damage, but the main disadvantage is that you'll have lower life because you didn't invest as much in Vit, and 25% of attacks are still going to get past your shield (against your lower life).

Some folks think #1 is better, while others prefer #2. Neither choice is particularly right or wrong, though it's much easier to 'get your build right' with a max-life approach. More vitality = more life = you survive better... doesn't get much easier than that.

Choosing to pursue blocking (via dexterity) is a little more complicated, since there are a few things you can do - like running - that can lower your blocking percentage or otherwise mess you up. And there are some attacks that can't be blocked too.

If you choose to try blocking, it's important to choose a good-blocking shield. A shield with 60% or higher base blocking is a "good" blocking shield (hover your mouse over the shield you have equipped, you'll see what I mean). If the shield you have planned for the end of the game doesn't have at least 60% blocking, I wouldn't recommend attempting to block. If you choose a "bad" blocking shield, and end up spending 'too much' into dexterity and cripple your build because your life is SOOO low from all those points you didn't spend in vitality.


Basically what Vulvacore's saying is that it's a good idea to decide beforehand if you want to try to block attacks by spending points in dexterity, or if you just want to go with max-life (i.e. vitality).

Generally if you want to have blocking you'll end up with somewhere around 150-225 points in dexterity at the end of the game. You'll also probably have 70-100 points in strength in this case. You probably end up with about 450 stat points at the end of the game, so that would leave 125-230 points for Vitality/Energy.

Or you can have 70-150 in strength, and have the remaining 300+ in Vitality if you go with a max-life approach. Without any additional boosts to your life pool from gear, choosing max-life will probably result in about extra 300-400 life, which may be as much as ~40% of your total life if you don't have good life-boosting equipment.



For cheap equipment when leveling up, look for things that boost your mana, skills, and Faster Cast Rate (FCR). Also, things that boost life, mana per kill, and mana regeneration can be very nice too.


There's one other thing to keep in mind: Faster Hit Recovery (FHR)

When a single attack removes 1/12th (or more) of your total life, this will force you into hit recovery. While in hit recovery the spells you were trying to cast will be interrupted, and you'll be immobile too, so obviously it's a bad thing to have happen. Items with FHR obviously help by minimizing the time you spend in recovery.

But going back the shields/blocking discussion, keep in mind the difference on your total life with or without blocking. Because you have more total life with max-vitality, it's going to be harder for monsters that hit you to cause enough damage to force you into hit recovery. Having some FHR on your equipment is a good thing with either approach, but having FHR triggered less-frequently is the main reason why I usually prefer a max-vitality approach.

Wow, thank you. That was so informative, exactly what I needed to know! :thumbup: That's publishable quality right there, lol.

Only one small question - by "end of the game", do you mean beating the Act IV on Normal, or playing the third time and beating it on Hell, or do you mean hitting Lvl 99 (unlikely for me lol)?


 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

End game for me is usually somewhere between level 80-90, around the time I beat Hell difficulty. If I really enjoy the character I might count on making it into the low 90's.

I usually plan for "finished" to happen around level 80.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Hello there,

heh this may sound strange, a guy replying to your original post from 4 years ago...but you just brought back d2 for me, actually for the first time with my short experience with d2, I found the kind of build that actually makes this game feel good(I know, its been 4 years and I just found this build? no im not retarded, just never found the patience or the interest in d2 to dig deeper). I tested it in SP and it does very nice even with "/players 8" option on. Thank you very much for inventing/testing/polishing this build, I love it, love the game again :)

P.S. I really appreciate the details, that seem so obvious to experienced players, and yet escape the newbies like me :)
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Thanks for all your positive feedback - you guys are far too generous with the compliments... but flattery will get you everywhere, so keep 'em coming! <3

And thanks to folks who've taken the time to answer the minutiae and details; your in-depth extrapolations are some of the core of what makes this forum awesome.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Quick question on the black horns + kelpie snare combo. Isn't boss slow from items capped at 50%?
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Probably. In my experience horns and kelpie doesn't seems to slow baal nearly as much as when you combine one of the items with decrip or holy freeze.

Still. Best dual-tree sorc in the world.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

I love this guide. This really should be a sticky.

I hate -- I mean really absolutely despise -- build guides that begin with a long list of godly (or rather, ungodly) equipment. I always stop reading those as soon as I see a long list of uber equipment setups.

That is why I enjoy reading this guide (as well as Nightfish's.) Gear setups are only an afterthought and in the last part of the guides.
 
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Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Does anyone run Hell Baal with this build? With good gear it seems possible, but immunes might be a problem.
 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

Does anyone run Hell Baal with this build? With good gear it seems possible, but immunes might be a problem.

with tal rasha set and on softcore (aka unlimited revive) its damn easy.

if on hc, its nerve tickling.


 
Re: Hardcore Frozen Orb/Fire Ball Sorceress; Socialism’s “Orb-it-allerâ€

I love this guide. This really should be a sticky.

I hate -- I mean really absolutely despise -- build guides that begin with a long list of godly (or rather, ungodly) equipment. I always stop reading those as soon as I see a long list of uber equipment setups.

That is why I enjoy reading this guide (as well as Nightfish's.) Gear setups are only an afterthought and in the last part of the guides.

I second this. I don't need every Sorc guide to tell me Arachnid Mesh is "the best available option". I'd much rather get some ideas about what sorts of gear to look for (best mods for each slot) and even some development gear options, which is particularly useful after a reset.


 
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